/*
 * Copyright (c) 2008, Willow Garage, Inc.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the Willow Garage, Inc. nor the names of its
 *       contributors may be used to endorse or promote products derived from
 *       this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#include "arrow.h"
#include "shape.h"

#include <OgreSceneManager.h>
#include <OgreSceneNode.h>
#include <OgreVector3.h>
#include <OgreQuaternion.h>

#include <sstream>

namespace rviz
{
Arrow::Arrow(Ogre::SceneManager* scene_manager,
             Ogre::SceneNode* parent_node,
             float shaft_length,
             float shaft_diameter,
             float head_length,
             float head_diameter)
  : Object(scene_manager)
{
  if (!parent_node)
  {
    parent_node = scene_manager_->getRootSceneNode();
  }

  scene_node_ = parent_node->createChildSceneNode();

  shaft_ = new Shape(Shape::Cylinder, scene_manager_, scene_node_);
  head_ = new Shape(Shape::Cone, scene_manager_, scene_node_);
  head_->setOffset(Ogre::Vector3(0.0f, 0.5f, 0.0f));

  set(shaft_length, shaft_diameter, head_length, head_diameter);

  setOrientation(Ogre::Quaternion::IDENTITY);
}

Arrow::~Arrow()
{
  delete shaft_;
  delete head_;

  scene_manager_->destroySceneNode(scene_node_->getName());
}

void Arrow::set(float shaft_length, float shaft_diameter, float head_length, float head_diameter)
{
  shaft_->setScale(Ogre::Vector3(shaft_diameter, shaft_length, shaft_diameter));
  shaft_->setPosition(Ogre::Vector3(0.0f, shaft_length / 2.0f, 0.0f));

  head_->setScale(Ogre::Vector3(head_diameter, head_length, head_diameter));
  head_->setPosition(Ogre::Vector3(0.0f, shaft_length, 0.0f));
}

void Arrow::setColor(const Ogre::ColourValue& c)
{
  setShaftColor(c);
  setHeadColor(c);
}

void Arrow::setColor(float r, float g, float b, float a)
{
  setColor(Ogre::ColourValue(r, g, b, a));
}

void Arrow::setShaftColor(const Ogre::ColourValue& c)
{
  shaft_->setColor(c);
}

void Arrow::setHeadColor(const Ogre::ColourValue& c)
{
  head_->setColor(c);
}

void Arrow::setShaftColor(float r, float g, float b, float a)
{
  setShaftColor(Ogre::ColourValue(r, g, b, a));
}

void Arrow::setHeadColor(float r, float g, float b, float a)
{
  setHeadColor(Ogre::ColourValue(r, g, b, a));
}

void Arrow::setPosition(const Ogre::Vector3& position)
{
  scene_node_->setPosition(position);
}

void Arrow::setOrientation(const Ogre::Quaternion& orientation)
{
  // "forward" (negative z) should always be our identity orientation
  // ... wouldn't need to mangle the orientation if we just fix the cylinders!
  scene_node_->setOrientation(orientation * Ogre::Quaternion(Ogre::Degree(-90), Ogre::Vector3::UNIT_X));
}

void Arrow::setDirection(const Ogre::Vector3& direction)
{
  if (!direction.isZeroLength())
  {
    setOrientation(Ogre::Vector3::NEGATIVE_UNIT_Z.getRotationTo(direction));
  }
}

void Arrow::setScale(const Ogre::Vector3& scale)
{
  // Have to mangle the scale because of the default orientation of the cylinders :(
  scene_node_->setScale(Ogre::Vector3(scale.z, scale.x, scale.y));
}

const Ogre::Vector3& Arrow::getPosition()
{
  return scene_node_->getPosition();
}

const Ogre::Quaternion& Arrow::getOrientation()
{
  return scene_node_->getOrientation();
}

void Arrow::setUserData(const Ogre::Any& data)
{
  head_->setUserData(data);
  shaft_->setUserData(data);
}

} // namespace rviz
